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Re: [Public WebGL] Gamma correction and texImage2D/texSubImage2D
On Mon, Sep 6, 2010 at 3:52 PM, Tim Johansson <email@example.com> wrote:
> On 2010-09-05 16:31, Chris Marrin wrote:
>> 1) What color space is the WebGL canvas?
>> As I said, I agree that the drawing buffer should be considered to be
>> linear. This implies that the drawing buffer will have to be color corrected
>> when composited with the rest of the HTML page. This also implies that, when
>> using a WebGL canvas as the source image for a 2D Canvas drawImage()
>> operation, it has to be color corrected into sRGB space, since that's what
>> 2D Canvas expects.
> WebGL, just like 2d canvas, does not really have it's own canvas. It is
> simply a context which renders onto the canvas (and it's the same canvas for
> all contexts). There is no specific 'WebGL canvas', just the canvas and the
> WebGL context.
> We can say that the canvas must use linear rgb internally when a WebGL
> context is being used, but that will also mean that you need the 2d context
> to handle a linear canvas to do multiple context (2d and webgl at the same
> I agree we have to specify which color space to use and linear seems like
> the best choice, but I think we should be very clear about this as it will
> affect other specs in some way.
I'll say it again, because this is sticking in my craw -- linear 8-bit
RGB is a mistake. I put together a page showing the type of artifacts
that will result. http://tulrich.com/webgl/rgb/linear_vs_srgb.html
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